Masters of the Elements and Druid: Difference between pages

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'''Masters of the Elements''' is the third episode in the [[Heroes Chronicles]]. It was sold as a stand-alone game using the [[Shadow of Death]] version of the engine, but missing multiplayer and random or custom maps.
{{Hero classes}}{{Hero class|2|5|3|1|4|4|7|4|3|1|7|7|2|4|5|9|6|2|0|1|5|1|8|2|6|1|4|8
|0|2|1|2
|10|20|35|35|20|20|30|30}}


==Backstory==
'''Druids''' are the magic heroes [[Rampart]]. They are mystics who draw their power from a harmonic relationship with the land. While Druids pursue their mystical knowledge, their outdoor living causes them to acquire a balance of physical skills.
Tarnum must face down his own prejudice against magic and become a Wizard if he has any chance of saving the world from the destructive Elemental Lords.


==Quest/Objective==
All Druids start with the [[Secondary Skills|secondary skill]] [[Wisdom]].


==Maps==
{| cellspacing=0
{| class="wikitable"
! style="padding-left:5px; padding-right:5px" | Most likely to learn:
! Name !! Size !! Bonus !! Sides !! Victory Condition !! Loss Condition
! style="padding-left:5px; padding-right:5px" | Unlikely to learn:
|-
! style="padding-left:5px; padding-right:5px" | Cannot learn:
! The Trouble with Magic
|- valign=top
| S || Either 10 [[Obsidian Gargoyle]]s or +1 [[Spell Power]]. || Blue (player), Teal (enemy) || Defeat All Enemies || Lose Hero
|
|-
* {{SS|Luck}}
| colspan="6"| Tarnum must defeat the [[Conflux]] town to gain the knowledge he needs to confront the Elemental Lords. If Tarnum loses any battle, his cause is lost. Tarnum will be limited to level eight, but he and two of his best Captains will carry over to the next scenario.
* {{SS|Scholar}}
|-
* {{SS|Wisdom}}
| colspan="6"|
|
|-
* {{SS|Artillery}}
! Walking on Clouds
* {{SS|Fire Magic}}
| S+ || Either [[Lookout Tower]] or 1000 [[Gold]] || Blue (player), Teal (enemy) || Defeat All Enemies || Lose Hero
* {{SS|Offense}}
|-
* {{SS|Resistance}}
| colspan="6"| Tarnum must defeat the armies of the Lord of Air. Tarnum and all Heroes will be limited to level twelve. Tarnum and the two best Captains will transfer to the next scenario with all of their skills, spells and experience. The [[Orb of Firmament]] will transfer to the rest of the scenarios as well.
* {{SS|Tactics}}
|-
|
| colspan="6"|
* {{SS|Necromancy}}
|-
* {{SS|Interference}} {{withhota}}
! Don't Drink the Water
| M || Either 30 [[Wood]] or 30 [[Ore]] || Blue (player), Green (enemy) || Defeat Hero or Defeat All Enemies || Lose Hero
|-
| colspan="6"| Tarnum must defeat all the [[Fortress]]es. All Heroes will be limited to level 20, but Tarnum and his three best Heroes will transfer to the next scenario with their spells, skills and experience. The [[Orb of Driving Rain]] will transfer to all scenarios.
|-
| colspan="6"|
|-
! Hard Places
| M+ || Either [[Crown of the Supreme Magi]] or 5 [[Sulfur|Sulphur]], [[Mercury]], [[Crystal]], and [[Gems]] || Blue (player), Tan (enemy) || Defeat All Enemies || Lose Hero
|-
| colspan="6"| Tarnum must now fight the [[Dungeon]] [[Overlord]]s. All Heroes will be limited to level 25, but Tarnum and his three best Heroes will transfer to the next scenario along with all of their skills, spells and experience. The [[Orb of Silt]] will transfer to all scenarios.
|-
| colspan="6"|
|-
! The Secret in the Flames
| S+ || Either 8 [[Enchanter]]s or 12 [[Mage|Magi]] || Blue (player), Red (enemy) || Flag All Creature Dwellings || Lose Hero
|-
| colspan="6"| Tarnum must defeat the [[Inferno]] town and gain control of the [[Fire Elemental]]s by flaggging all Fire Elemental generators. Heroes will be limited to level 30, but Tarnum and his three best Heroes will transfer to the next map, carrying over all of their skills, spells and experience.
|-
| colspan="6"|
|-
! The Magic that Binds
| M || Either [[Mage Guild]] Level 2 or 6 [[Enchanter]]s || Blue (player), Red, Tan, Green and Teal (enemies) || Accumulate Creatures || Lose Hero
|-
| colspan="6"| Tarnum is in a race against the armies of the Elemental Lords to find three Magic Elementals called "the First." All Heroes are limited to level 33, but Tarnum and his three best Heroes will transfer to the next scenario with all their spells, skills and experience.
|-
| colspan="6"|
|-
! Birds of Fire
| S+ || Either 12 [[Enchanter]]s or 4000 [[Gold]] || Blue (player), Red (enemy) || Capture Town || Lose Hero
|-
| colspan="6"| Tarnum must defeat the [[Fire Elemental]]s who enslaved the [[Phoenix]]es by capturing their town. All Heroes will be limited to level 35, but Tarnum and his three best Heroes will transfer to the next scenario with all their spells, skills and experience.
|-
| colspan="6"|
|-
! Master of the Elements
| L || Either [[City Hall]] or [[Citadel]] || Blue (player), Red, Tan, Green and Teal (enemies)|| Defeat All Enemies || Lose Hero
|-
| colspan="6"| Tarnum faces the four Elemental Lords, now allied against him. If Tarnum is defeated then all hope is lost, and the world is destroyed.
|}
|}


==Heroes==
== Druids ==
* [[Tarnum]] the Wizard
{{Herotable}}
 
{{Hero table row|Aeris|image=Aeris|Druid|Pegasi|Basic Wisdom|Basic Scouting|spell=Protection from Air}}
==Strategy==
{{Hero table row|Alagar|image=Alagar|Druid|Ice Bolt|Basic Wisdom|Basic Sorcery|spell=Ice Bolt}}
{{Hero table row|Coronius|image=Coronius|Druid|Slayer|Basic Wisdom|Basic Scholar|spell=Slayer}}
{{Hero table row|Elleshar|image=Elleshar|Druid|Intelligence|Basic Wisdom|Basic Intelligence|spell=Curse}}
{{Hero table row|Malcom|image=Malcom|Druid|Eagle Eye|Basic Wisdom|Basic Eagle Eye|spell=Magic Arrow}}
{{Hero table row|Melodia|image=Melodia|Druid|Fortune|Basic Wisdom|Basic Luck|spell=Fortune}}
{{Hero table row|Gem|image=Gem|Druid|First Aid|Basic Wisdom|Basic First Aid|spell=Summon Boat}}
{{Hero table row|Uland|image=Uland|Druid|Cure|Advanced Wisdom|Basic Ballistics|spell=Cure}}
|}


[[Category: Campaign]]
[[Category: Druids|*]]
[[Category:Chronicles]]
__NOTOC__

Revision as of 07:55, 1 January 2020

Hero classes
Castle
 Knight
 Cleric
Rampart
 Ranger
 Druid
Tower
 Alchemist
 Wizard
Inferno
 Demoniac
 Heretic
Necropolis
 Death Knight
 Necromancer
Dungeon
 Overlord
 Warlock
Stronghold
 Barbarian
 Battle Mage
Fortress
 Beastmaster
 Witch
Conflux
 Planeswalker
 Elementalist
Cove Horn of the Abyss
 Captain
 Navigator
Factory Horn of the Abyss
 Mercenary
 Artificer
Druid
Female Druid
 Skills 1 2–9 >10
 Attack:  0  10%  20%
 Defense:  2  20%  20%
 Power:  1  35%  30%
 Knowledge:  2  35%  30%
Chances of secondary skills
Combat Magic Adventure
 Archery  5
 Armorer  3
 Artillery  1
 Ballistics  4
 First Aid  7
 Leadership  2
 Luck  9
 Offense  1
 Resistance  1
 Tactics  1
 Interference Horn of the Abyss  
 Intelligence  7
 Mysticism  6
 Scholar  8
 Sorcery  6
 Wisdom  8
 Air Magic  2
 Earth Magic  4
 Fire Magic  1
 Water Magic  4
 Diplomacy  4
 Eagle Eye  7
 Estates  3
 Learning  4
 Logistics  5
 Navigation  2
 Necromancy  0
 Pathfinding  5
 Scouting  2

Druids are the magic heroes Rampart. They are mystics who draw their power from a harmonic relationship with the land. While Druids pursue their mystical knowledge, their outdoor living causes them to acquire a balance of physical skills.

All Druids start with the secondary skill Wisdom.

Most likely to learn: Unlikely to learn: Cannot learn:

Druids

Template:Herotable |- style="white-space:nowrap;" |Aeris Aeris||style="border-right:5px solid #B8E6B8"| Druid ||||style="border-right:5px solid #B8E6B8; white-space: nowrap;"| Pegasi||Basic Wisdom|| Basic Wisdom ||Basic Scouting|| Basic Scouting |||| style="padding-right:0.5em;"| Protection from Air  |- style="white-space:nowrap;" |Alagar Alagar||style="border-right:5px solid #B8E6B8"| Druid ||||style="border-right:5px solid #B8E6B8; white-space: nowrap;"| Ice Bolt||Basic Wisdom|| Basic Wisdom ||Basic Sorcery|| Basic Sorcery |||| style="padding-right:0.5em;"| Ice Bolt  |- style="white-space:nowrap;" |Coronius Coronius||style="border-right:5px solid #B8E6B8"| Druid ||||style="border-right:5px solid #B8E6B8; white-space: nowrap;"| Slayer||Basic Wisdom|| Basic Wisdom ||Basic Scholar|| Basic Scholar |||| style="padding-right:0.5em;"| Slayer  |- style="white-space:nowrap;" |Elleshar Elleshar||style="border-right:5px solid #B8E6B8"| Druid ||||style="border-right:5px solid #B8E6B8; white-space: nowrap;"| Intelligence||Basic Wisdom|| Basic Wisdom ||Basic Intelligence|| Basic Intelligence |||| style="padding-right:0.5em;"| Curse  |- style="white-space:nowrap;" |Malcom Malcom||style="border-right:5px solid #B8E6B8"| Druid ||||style="border-right:5px solid #B8E6B8; white-space: nowrap;"| Eagle Eye||Basic Wisdom|| Basic Wisdom ||Basic Eagle Eye|| Basic Eagle Eye |||| style="padding-right:0.5em;"| Magic Arrow  |- style="white-space:nowrap;" |Melodia Melodia||style="border-right:5px solid #B8E6B8"| Druid ||||style="border-right:5px solid #B8E6B8; white-space: nowrap;"| Fortune||Basic Wisdom|| Basic Wisdom ||Basic Luck|| Basic Luck |||| style="padding-right:0.5em;"| Fortune  |- style="white-space:nowrap;" |Gem Gem||style="border-right:5px solid #B8E6B8"| Druid ||||style="border-right:5px solid #B8E6B8; white-space: nowrap;"| First Aid||Basic Wisdom|| Basic Wisdom ||Basic First Aid|| Basic First Aid |||| style="padding-right:0.5em;"| Summon Boat  |- style="white-space:nowrap;" |Uland Uland||style="border-right:5px solid #B8E6B8"| Druid ||||style="border-right:5px solid #B8E6B8; white-space: nowrap;"| Cure||Advanced Wisdom|| Advanced Wisdom ||Basic Ballistics|| Basic Ballistics |||| style="padding-right:0.5em;"| Cure  |}